Jump to content

Archived

This topic is now archived and is closed to further replies.

Stop Mocking Me0

Final map pack extras!

Recommended Posts

Donor

Title says it all... So let's get right to it! ALLONS-Y!

Ok so for the final map pack there is a good chance it will be COMPLEATLY dedicated to zombies, I mean think about it: Zombies is what ranks in a good.... what? 25% of dlc buyers? If not more! Plus, even to those who don't play zombies it's still a nice bonus everyone likes! Also if you look at the map it's WAY to small to just have 5 locations: Nuketown green run, alcatraz, great leap forward, dlc 3 and dlc4... There's GOT to be more places yes?

Well here's my idea group for the great and final black ops 2 dlc: Dedicated STRICTLY to the undead hordes!

Includes:

3 NEW MODES

1 All new tranzit map (not covered here)

3 Brand new locations

AND

A brand new fresh-out-the-oven SECRET LOCATION!

Shall we begin with the modes?

The first is a new mode called:

Team undeathmatch: and was inspired by the ending of the COTD map... Basicly it's a map where your objective is NOT ONLY to kill the zombies, but the other team as well... Each member will have two health bars: Infection, and health... Health is much larger then infection, but can be brought down by enemy bulits. Infection is your normal zombie health...

There are two ways to die: Infection: in which case you are considered out of the round (OOTR) and your given 1 afterlife meter in which time you can play as a "turned" zombie and take down enemy players. Then there's your health hitting zero, in which case you are downed but NOT OOTR until you bleed out, you do NOT go into zombie mode after this however other team members CAN revive you to half health...

Each round ends when there is only one human left, then the next round starts... The first team to 5 (or the set number of points in custom games) wins! Teams spawn separated so there's no spawn jerks... Each round the zombies do get harder, however the player maintain their weapons but not perks... It's a 4vs4vsZ game...

The box is here as well as perks, wall weapons, but not buildables...

Moving on...

The second mode:

Wolfbane:

In this mode there are two teams of four and one area with two hell hound faces! The goal is to feed YOUR hell hound head first, because feeding your hell hound first earns your team a point! Its like capture the flag but instead of flags we're using hell hound heads... And we use zombies to capture it... You can't shoot your opponents and do any damage, however if THEY badly damage the zombie in front of the dog, but YOU deliver the killing blow, it counts as your kill and is fed to your dog...

One dog is blue and the other is red, perks are avaible, as well as the box and wall weapons, no buildables.

And lastly the 3rd mode:

Demonic announcer:

This mode can be played in both solo and co-op, and basicly it works like this: You play as richtofen, and have comand of his fleet, just like the satilite in the campaign side missions...

Basicly: Your goal is to stop the players from reaching the end of the map at all cost...

You have at your disposal: A zombie wave, dogs, denizens, the avagadro, nova six jumpers, and any other zombie that's under richtofen's control that we haven't seen yet...

In tranzit:

Players have the choice of operating as either as a zombie: Right D-pad,

the avagadro (cost 1000) Up D-pad,

a denizen (a person must be in fog) Hold X when avaible,

as a dog (Cost 500) Down D-Pad,

or as an announcer: Left on D-pad.

Note: There can be only one player as an avagadro or denizen, but any player can be a zombie, dog, or announcer at any time!

As the anouncer you can hold the appropriate dirrection on the D-pad to summon the beast you want to control...

A zombie has the same controls as turned: Take down the humans with your bare hands... If you explode you become a crawler and are forced to attack from a prone state...

As a dog your faster and a bit tougher, use the triggers to bite, however your bites are a tad less potient...

As the avagadro you are free to move as you wish, but you can't hurt anyone until you push B, afterwards, you are vurnable to knives BUT you can shock people like if you were in afterlife mode! To return to moving mode simply press B again.. Also only 1 player can be an avagadro at a time...

As a denizen, mash the button on screen to take down the player, it is rare to see a player wander in the fog, but BRUTAL when they do!

Now your goal is to keep the CDC members from making it to the spire in green run, however there are two problems: They have to open EVERY door first as well as turn on the power.. They have access to the box to gain one of 5 weapons:

The sniper which kills at long range GREAT but short range not so well,

The Shotgun, which is the opposet of the sniper,

The machine gun, which is good at long and short range and earns them extra points for kills,

The monkey, which distracts all zombies, but not dogs, denizens, and the avagadro...

The ray gun: Causes EXTREAM damage, but if killed too close can cause splash damage...

as well they can get galvaknuckles from the farm to kill zombies with a knife easier, and emps from the power station to take out any Avagadro's they see (In vurnable mode only)

They can buy perks as well: Juggernog which makes them stronger, double tap which makes them shoot faster, speed cola, which makes them reload faster, and stamin up, which makes them run faster... They can not revive themselves so QR and tombstone are out of the picture...

Point wise you gain 10 points for every slash you make as a zombies 50 for a kill, 20 points for a bite as a dog 100 for a kill, 40 points for a kill as a denizen, 10 points for an electrocution as the avagadro and 50 points for a kill... The people can gain 10 points from killing a zombie, and 20 for a special.. And when looked at by the announcer, one can see their perks, weapons, and points above their head...

Typically the players become harder and harder to kill as time passes, and the game ends when theyve stood under the spire for more then 20 seconds...

And die rise:

Only zombies announcer and nova jumpers are avaible

Jumpers can be activated by pushing right on the D-pad and cost 3000 for 20 zombies! Meaning EVERYONE gets to attack until they run out.

As a jumper, you can push B to teleport to wherever you're looking, and use the triggers to slash, 50 points a slash and 100 a kill...

Also box weapons are the same, galvas can be found in the shaft and emps in the tramplesteam room (tramplesteams can not be used) perks include: pack a punch (indicated by a golden weapon name, makes weapon's stronger), juggernog, speed, double and mule kick(allows players an extra weapon)...

I hope you all enjoyed the modes, NOW ONTO THE MAPS!

MAP ONE!

Location: USA. Maryland

University of Baltimore

Knowledgead (know-ledge-edd)

(Gameshow host voice) Taking place in a University, this map involves playing as students from one of two sororities, the blue ß and the red Ø.

This map comes with Knowlegead mode as well as a Wolfbane mode.

This is a map about the size of kino, maybe a bit less..,

Basicly you start off in the zombology studies class (Yes I did the research, this class is why I chose this school), a voice will then say through the intercom: All zombology students prepair for your final exams...

Here comes the good part: After round one, ALL the doors open, HOWEVER, the second you step into any room the doors close behind you and a bell rings...Once all players have entered rooms (or 20sec after the first bell) the next round starts! One room may have jug, one may have dog-spawn only, you don't know, and it's random! The only four things that are always consistent are: The pack a punch is ALWAYS on the roof, the power switch is always in the bacement, the door on the far end of the hall always leads to the courtyard, and the end door closest to you always leads you to a stair well.

There is only 3 doors you can buy: The elevator that will lead you to the second level, the door on the second level that will lead you to a staircase to the roof, and the door on the ground level that will lead you to the basement...

There are 5 perks in this map: Juggernog, quick revive(spawn room of course), double tap, speed cola, and deadshot.

Box has the same weapons as nuketown, wall weapons same as die rise, buildables: One, it's peices can be found in random rooms, and the bench is always in the courtyard.

The 3 peices are: a broken door,clamps, and a small fold-up desk,

Once combined, the 3 parts make the shield! Yay!

Acheivements in this map:

10gs:Textbook: In Knowlegead, enter every room once without going down.

30gs:Zombology: Find the professor's special notes

5gs:Zoology: In UOB Wolfbane, feed a dog without entering the room.

In Wolfbane mode, the same rules apply, EXEPT multiple people can enter a room before the door closes, however the bell still closes all doors 20sec after the first one chimes... Perks are the same, NO BUILDABLE SHEILD, wall weapons the same...

Hope you enjoyed that! Your Probobly wandering what that that mysterious 30gs acheivement is about,,, all in good time ;)

__________________

Moving on we have our second map:

Location: London, U.K.

Heathrow airport

Terminal

This map is ALL about vehicles! 4 different vehicles to be exact!

Other then that this map consist of 5 areas, the jumbo jet, the landing strip, the giant Zepplin, the terminal, and the control tower...

You start off as 4 passengers of a plane that crashed recently... (Where have we heard this before?!?)

Coinsadentally you're all master pilot's (not really you died in the plane crash, this is hell, fire chest and everything, only difference is you can't break the cycle here... You became pilots after trying MANY times and eventually learning how)

So here's how the co-op map works: You start in the terminal (Quick revive here) and you can then leave and buy the door to the landing strip... At the landing strip you have access to the control tower: Take the first vehicle (the elevator, look it counted in die rise) to the main room and turn on the power, this will call another vehicle...

The vehicles come in any order so here they all are:

The jumbo jet: A huge self-piloted jet that basicly flys around the airport once then crash lands into a giant lava pit... To avoid going in with it you will need to grab a parachute, if you do go in with it you die... Parachutes can be found all over the jet... Zombies can come in from the bagage area, not plesent when they do... You can also find two perks: Speed cola and double tap ... Taking a parachute out will land you back onto the terminal safe from harm.. You'll know it's time to depart when a countdown timer apears on all the monitors around the plane and a loud siren will alert you...

Another vehicle is the helicopter, the helicopter is about the size of the bus, but has deadshot in the back, and must be driven:

The helicopter is on a streight path, that's not the problem: The problem is one person must be in the cockpit while the plane is flying, if he leaves the plane will fall and there is no parachute to save you... So in solo, you don't have to worry about the zombies infiltrating your ride... But in co op, one player must fly while the others fend off the heli from zombies that are spawning from the Zepplin above. They're jumping off of it and aiming DIRRECTLY into your helicopter... On the other hand the person who's flying can take care of the zombies who have fallen to the ground with the turrets....

Eventually the fun will come to an end as the chopper will run out of fuel and glide its way back down or you can land it on the Zepplin if you're skilled enough...

The last vehicle is the most awsome of all: The Wingsuit that I have spoken about TOO much... From the Zepplin, one can glide all the way down along the way collecting a point-drop, double points, insta-kill, and nuke if one's lucky enough to hit it on the way down, but be SURE to deploy your shute before hitting the ground! Can't have a big bloody mess everywhere eh!

The Zepplin area is pretty awsome... There's jug on the roof and in the cockpit there's mule kick... In the back of the cockpit is a large open hole with Wingsuits to the sides, grab one and jump!

There are zombies that can spawn inside the Zepplin's ducts and bagage area, so be weary!

The box has the same weapons as the box in MOTD without the Blundergat, the box spawns first in the tower, and then either on the Zepplin, in the terminal, or on the landing strip... Perks have been listed, wall weapons include: The tommy gun, the Bz23R, the MP5k, the SVU, Semtex, Bowie (Hidden behind the perk on the helicopter), hunter killer drones (in place of claymores), and the Remington...

On this map there are two buildables:

The Uav drone which allows a minimap to display zombies on the upper left hand side of the screen for 2-4 rounds before it runs out...

If you find the zeplin key, you can insert it in the control tower to launch a mini-zeplin, this will rise up to the zeplin and attach it's self to it, giving access to pack a punch...

This map also offers a team undeathmatch mode, one team starts on the zeplin and the other in the terminal... Right off the bat both sides have access to a vehicle: Two helicopters in which can be used to gun down players, or other choppers with other players in them! As well as zombies... However players can use hunter killer drones to take down enemy helicopters easy.., uavs are also avaible to be bought on the zeplin.... The jumbo jet never takes off, and the control tower turns access to pack a punch on and off...

And last,y the acheivements:

10gs: Joy ride:In Terminal ride all vehicles!

5gs: Fleet assistance: In Heathrow airport, team Undeathmatch, defend your helicopter's pilot with a hunter killer drone from your helicopter

30gs: In plane sight: In terminal prove your skills

So! Sound like fun? I'm pretty dead right now so tell me if I left anything out...

______________________

And Map 3!

Location: Japan

Tokyo

Shipment

This map is all about buildables, two new ones and 6 returning ones! You're playing as four Japanese survivors in a giant warehouse in tokeyo! How long can you survive?

The main areas are the shipping bay, the five rooms of the warehouse, the basement, and the shipping boats...

You start off in the warehouse, when your ready there are three doors to open: One to the basement, one to the shipping bay, and one to the rest of the warehouse... There is one buildable in the starting room you can access...

The first buildable: The crank, needs a lever, a gear, and a handle. All found in the starting room...

The basement is where you can build the power switch, once activated, the power can be switched on, and switched in reverse!

The shipping bay is a nice area where you have access to a cluster of ships, each one has a perk on it, juggernog, speedcola, double tap, quick revive, and tombstone, the cycle always starts with quick revive...

Basicly if you take that crank you made earlier you can attach it to the side of the ship, you can pay 750 to move the ships one over, making it so the next perk can be accessed... To speed up the process, one can reverse the energy from the power switch, HOWEVER reversing the energy effects perks as well:

Juggernog becomes 2 hits down (Basicly removes the effects of jug)

Speedcola makes one reload slower then normal,

Double tap makes one shoot one bulit slower then normal,

Quick revive slows down revive time (in solo it just dosent revive you)

And tombstone .... Tombstone removes all the perks and one of your guns you have on you and keeps them in a little green tombstone drop until the power is back on...

Three other buildables are found in the warehouses: the sheild, the eletric trap ( powered by points),and the turret trap (powered by points). The last buildable is found on a ship with no perks and it's peices are on other ships.

Now there is a seceret area to this map: And you can only get there in co-op... If a player stays on a boat and another player pushes the boats around they'll arrive at a seceret bay where they can find the hidden perk: PHD Flopper, which is not powered, will always remain on, and has no ill effects...

The box contains the same weapons as tranzit, including emps, but instead of a tossing EMP, they're actually a planted EMP that goes off when an enemy steps near it... Replaces claymores...

Now the TRUELY epic part of this map comes in the greif mode of it...

One team will start in the shipping bay, and the other will start in the seceret shipping bay. The only ACCESSABLE areas are the boats and these two locations...

Players on both sides have a remote as their D-pad down, and when the push that button a timer apears, and until that timer hits zero ALL perks are switched over! Crippling BOTH sides! It takes 2000 points to use a switch however, and once one side has used a switch, they can't use it again until the other side uses theirs...

Another thing is there is only one box, and whoever has the box, does NOT have access to the crank that spins the boats! And when the box switches, so does the crank...

Now there are wall weapons, such as the an94 on the wall on both sides and other things, on the boats there are other things to buy as well: Such as EMP-mines, eletric traps, turret traps and shields..

Eletric traps can be bought for 1000 and used for 500, placing one makes it so any enemy that steps on it gets fried, player or zombie, and players of the opposet team can't pick it up... Good for blocking off access to a boat! However it runs out of juice after 30seconds or so...

The same goes to the turret trap, you can't use it to fire at the players, but you can take their kills zombie-wise...

Sheilds can be used to block boat access as well, but can be more easily destroyed by zombies...

And EMP mines can be used to take out eletric traps, and turret traps, at the expense of access to the perk that round...

Also neither side can walk(ride boats) onto the other side's territory due to two walls of fire that the boats pass through(greif only) downing any player that touches it. However there IS a way to by-pass this... Seceretly ;)

First you need a player to gain the balistic knives! Then have the player upgrade them to kraus refibulators... Then (for the best results) have two guys on the boats, and crank the boats so half the boat is covered by the fire wall.... Then have a player jump through the fire and go down, using the KR you can then revive him from the other side of the wall where he will get up and be OK... Then have the other player walk into the wall and crawl to the first guy that crossed to be revived! This WILL cause you to loose all your perks FYI... So I suggest doing this on the juggernog boat...

There are 6 boats, Packapunch and EMP mines, juggernog and Semtex, double tap and eletric trap, speed cola and turret, PHD and quick revive, and lastly tombstone and sheild.

Acheivements:

30gs:Special delivery:In shipment: Deliver the secret package...

20gd: Rival company: In tokeo, greif: Cross the firewall,

10gd: Taking inventory: In shipment: Access all boats in reverse,

And that was the 3rd map, BUT IT'S NOT OVER YET FOLKS!

Now is when I show you the SECRET acheivements of these maps! To be done in this exact order!

So

Secret acheivement 1:

In shipment, access the hidden area and search around until you find a safe, blow it open with an explosive and hold "action button" to take the box inside... Then you need to return to the box, keep hitting it until you get a mysterious "nothing" gun (you'll get your points back don't worry) and hold X, this will drop the box into the box (Lol) and award you with the 30gs acheivement: Special delivery!

Secret acheivement 2:

After you do that you need to head to the map: Terminal, where you'll find the hell box, hit it and you'll find the box from shipment inside, take it out (you'll be rewarded 950 points for this so you can hit the box again) and take it to the tower to where the locked control pannel is... you can now activate "protocol 115" as long as no one is on the Zepplin, because it will say: citizens in range, can not fire...

Once everyone's good you can push the button which will launch missiles at the Zepplin, sinking it to the ground to burn in a fiery inferno... You then need to board the helicopter and fly it to where the balloon would be... Instead you'll find a floating platform with four Wingsuits on it and a silver sphere... Grab the sphere and a Wingsuit to glide off into the sodom bellow... Your goal now is to land on the pack a punch mini-balloon... Doing so will allow one to pap one's weapon, but the thing you REALLY want to pack a punch is the sphere, as it will get stuck in the machine and disapear and reappear as the machine flashes (as it does in MOTD)... Jump off and land back in the normal terminal to find the Zepplin is back and everything is normal,,, you will be rewarded with 30gs and the acheivement: In plane sight...

Third secret acheivement:

Lastly in Knowlegead, access pack a punch, there you'll find it's flickering and will remain flickering until you remove the sphere... Once you do, pap returns to normal... Take that sphere out side where a fire-y pentagram will apear in the ground, place the sphere in the middle and kill zombies around it, you'll need a good sum before it opens revealing a key... If you take the key to the bacement you'll find a door that can be opened, behind witch you can find two things: A note saying : Down up down up right left right left B A (I think that's kunami code... Correct me if I'm wrong) and a switch, pressing the switch makes the notes glow and a blast of light to come out of the school's multiple satilites and antenna... You'll be rewarded 30gs and the acheivement: Zombology.

AFTER:

After all that, you're thinking, "Well those were some nice Easter eggs, but now it's over... How sad..." EEERRRRR! WRONG!

If you return to the globe screen you'll notice a small purple twinkling light on the outside of earth... push in the kunami code... when you return to the screen you'll find you can access this location now!

Location: (Scrambled code)

----

Unknown

This location is VERY special and comes with it's own Unknown, and arcade mode....

In unknown you start off, not as a human but as a zombie, in an odd, dark cafe where the only light is around you and a switch in the corner... Hold X on that switch and it will turn on the lights to reveal the player's location... A massive space ship... A blue beam is in the center of the room, stepping into this beam will turn a zombie player back into a person...

Now the next thing is to enter the only door at your disposal: The door... The door looks pretty awsome inside, a rafter suspended upon what appears to be a bottomless pit... In the center there is a lazy susan, if all players stand on this, the door closes and the rest of the room begins to move about... And after a bit the room will settle and a bolt of lightning will strike the door open again... But the outside has changed... It's not the odd cave any more: It's der reise...

A compleatly nuked and melted der reise... And the door is where the pack a punch would be... The mainframe is gone, the walls all melted the research areas in peices, the only recognizable feature is the bell tower... While your in der reise you do have access to the quick revive machine that has been blasted across the map to the ledge that would normally take you to the furnace... Other then that there's a kar-98 and a m14 on the wall... Step back into the door after a round or so, and you can teleport again... This time to the Assension bace... Right Infront of the lander station near PHD (which is buyable here)... Most of it is decayed and on fire... A rocket casing blocks your path to the main building both ways... But you can take the lander to the giant spinning thing room... Most of which has been destroyed... But you can train well here now that the spinning thing is gone....

The next area is tranzit, the door is where the laundromat door would be... The buildings have burned to the ground at this point, asside from the jug, building which still serves it's purpose... Blood writing can be found about the place and the CIA/CDC member's bodys...

You can then venture towards the bridge where you'll find a denizen portal... This portal will take you to one of three areas: The bus stop, the power station, or the spire... If you go to the bus stop you can wander about for a good 1:30sec before your warped out again... You can find the body's of russman, marelton, misty, and Samule here... Each one sputtering with a bit of purple glowing light inside of their eyes...

Next you'll be teleported to either the spire or the power station... In the power station, you are in the Avagadro's cage and the avagadro releases you by turning on the power, while in here there's galvas on the ceiling...

The last place you can be teleported is the spire... On the opposet side of the cage from Samule and co... You can watch as a purple beam basts them, killing their bodies but their souls escaped... You can only watch here...

Once finished you'll arive back in the town... Where your chariot door awaits you...

The next place you'll visit is the moon base... Specifically the MPD room... Theres no air here so be weary... But you'll notice, wires leading from the mpd to the teleporter to the roof of the biodome's satilite dishes... You can buy double tap or build a sheild using peices scattered arround the labs... You can get EPS es but remember: one equipment at a time...

when your ready use the teleporter, this will warp you to a new location: An island.. A simple island where zombies come from the water, the box is in the center and the door rest on a plank ...

The last location is in Germany where there is a GIANT statue half-built in the shape of richtofen.... Zombies scale the monument... You will be shot if you enter the monument as a human and killed, so instead become a zombie using the blue light that has appeared around the map, and will allow a player to become a zombie... Once inside the building, one can return to human form and fight off richtofen's zombies, theres speed cola at the ground level, but you can ride a teleporter all the way up to the head, where one can find pack a punch... There is also a set of stairs leading to a buildable on the roof of his head... The wonder weapon of wonder weapons: The dg2.... Find parts arround his statue...

Return to the door and ride it one last time... It will take you to the beginning: Nact

In nact the door is the doorway above the help door, and the help door it's self leads to eletric cherry, mule kick, who's who, stamin up, and deadshot...

Using the door again will lead you back to der reise...

This map allows a player to become a zombie when they die, if they die by conventional means (slapped) they can NOT return to human form, by touching the blue light, yes they can return by touching it again...

As a zombie they ARE leathal to other players and will fallow them and swipe them automaticly, but are also normal zombies as well and can be killed by team mates..

----

The turned version of this map takes place only in the statue, where zombies must hunt for their human on the ground, head, and roof areas via teleporter.. As for the human, you're armed with the finest weapons arround:

Starting with the DG2, then you have the blunder gat, then the death machine, then the ray gun, the seliquifier, and finaly the jet gun(which can break leaving you with the starter pistol)

Lastly there's arcade mode...

Arcade mode is basicly DEAD OPS ARCADE 2! Meaning its the same layout of the map, but it's all Deadops style! Meaning cosmic silverback, unlimited amo, ROUND after round of zombies, your own nukes and everything else is BACK!

What's different is NOW instead of special rooms, your given perk rooms where perks can be obtained by running over them! A juggernog makes you permanently stronger (even if you die) a double tap which makes you permanently shoot faster, a quick revive which allows a player to revive players after going down, deadshot which does more damage to a zombie the closer you aim for the center of him, eletric cherry which zaps zombies every couple of seconds or when you go down...

And that's the perks, you can carry all of them in this mode...

Likewise you can also find parts now to build a sheild, which protects your back, a turret which can be placed and used to fire at zombies, a tramplesteam that will fire zombies back into zombies for double damage! :D And parts to the dg2 which can be built on the head part of the level...

Last acheivements: All hidden!

20gs: The wunderwaffe: In unknown, build his pride and joy(the dg2)

30gs:Saturday night at home: In arcade: Collect all perks in one game

10gs: Worship the master: In Richtofen Turned: as a zombie kill the human in all 3 areas while they have the dg2....

I HOPE YOU ALL ENJOYED IT'S FINISHED! PLEASE DISCUSS!

Share this post


Link to post

Moderator

I would pick the announcer mode.

Nice thread. ^.^

Share this post


Link to post

Honestly, I would pick the Announcer mode.

However, I would've picked Deathmatch if it was like this: The 2 teams each have 5-10 rounds to prepare before a "shockwave" roars through the entire map, and the players fight. If one team dies before they get the chance to fight, the other team wins.

Share this post


Link to post

Donor

FINISHED BUMP!

Share this post


Link to post

Donor

Why Does someone always ask that?

Share this post


Link to post

Donor

Why Does someone always ask that?

It's because you put so much effort into something that isn't a theory! :D

Nice work, by the way. I'd love to have Team Undeathmatch.

Share this post


Link to post

Donor

"paint what you want... Not what you expect"

- Some surrealist artist, maybe Salvador Dali....

Share this post


Link to post


  • Recently Browsing   0 members

    No registered users viewing this page.

About Call of Duty Zombies

Call of Duty Zombies (CODZ) is a fan-made gaming community centered around the popular Call of Duty franchise with central focus on the beloved Zombies mode. Created in 2009, CODZ is the ultimate platform for discussing Zombies theories, sharing strategies, player networking, and more.

callofdutyzombies.com is part of the Collateral network of gaming sites, including Sevensins.com

Call of Duty Zombies Code of Conduct

The Code of Conduct - regarding all site regulations and guidelines as a user of the website - can be found here. Failure to comply with the CoC will result in account disciplinary action.

Our Privacy / Cookie Policy / Terms of Use

Call of Duty Zombies privacy policy / cookie information can be found here. We heavily enforce COPPA and anti-spam laws.

The terms of use can be found here for user agreement purposes.

Legal Information

Activision, Call of Duty, Call of Duty: Black Ops titles, Call of Duty: Infinite Warfare titles, Call of Duty: WWII are trademarks of Activision Publishing, Inc.

We are not affiliated with Activision nor its developers Treyarch, Sledgehammer, or Infinity Ward.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, Code of Conduct, We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. .